Age | Commit message (Collapse) | Author |
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Seems to fix problem of distaff highlights after reload in loom [ega].
Could cause regression in fm towns games.
svn-id: r10455
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svn-id: r10454
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svn-id: r10453
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the iMuse implementation. This allows the termination
sequence to be done BEFORE object destruction, so
that the destructor is not making calls that may not
be appropriate during object destruction. (Virtual
functions were the concern, although I'm not sure any
of that was happening anyway. Oh well, better to be
safe than sorry.)
I implemented an empty terminate() in the base class,
but the other MusicEngine derivatives may have stuff
in their destructors that should be moved to this
method. I didn't check.
svn-id: r10452
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be useful should we choose to templatize the scalers for 555/565 mode optimizations)
svn-id: r10451
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you don't have to go through the Engine to get to them.
svn-id: r10450
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video mode that isn't supported (such as going
to fullscreen under COMI with a 3x scaler and
a video card that doesn't like 1920x1440 LOL).
The program still terminates when this happens,
due to the suboptimal way we make the switch to
another video mode. (By the time we find out
that we can't make the switch, it's too late to
revert back). But at least it doesn't crash.
svn-id: r10449
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svn-id: r10448
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svn-id: r10447
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Apparently MSVC6 does not like overloading of template
functions when the template arguments vary between
versions of the overloaded function. I replaced
interpolate16 with functions that have two different
names, so MSVC6 won't see them as being the same
function with [it insists] the same number of template
arguments.
svn-id: r10446
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svn-id: r10445
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svn-id: r10444
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svn-id: r10443
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svn-id: r10442
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svn-id: r10441
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svn-id: r10440
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svn-id: r10439
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another 4-5000 lines of code, and scaler.cpp already takes far too long to compile. Maybe we should seperate the scalers into several files in common/scaler/ ?)
svn-id: r10438
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svn-id: r10437
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svn-id: r10436
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don't have the time right now). Since I lack data files to test this, I'd be grateful if somebody could check whether I broke something
svn-id: r10435
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svn-id: r10434
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function interpolate16 which is used by hq3x (advantage of the old trick which abused Q_INTERPOLATE: smaller & better optimized code; very easy to adapt the function for other uses, like for hq2x/hq3x. Drawback: scaler.cpp takes even longer to compile now :-)
svn-id: r10433
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svn-id: r10432
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individual files, into what I hope are doxygen ones.
svn-id: r10431
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threads aren't very portable anyway, better we only use timers); introduced OSystem::TimerProc type
svn-id: r10430
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credits so that it can be properly resumed afterwards.
svn-id: r10429
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svn-id: r10428
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svn-id: r10427
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svn-id: r10426
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fact, I'm not even sure the !data case ever happens.
svn-id: r10425
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svn-id: r10424
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detection when the game is either a) on CD b) in a bunch of seperate directories in a structure like that of the CD. Of course pointing ScummVM at such things with the normal target via command line or config file work fine. As everyone awake at the moment only has the sold out version, this is specific to that. I don't know what files are at the root of the original CD we can use for detection purposes
svn-id: r10423
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message functions with our own.
We still need to go through them and assign sensible debug levels to them.
svn-id: r10422
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svn-id: r10421
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(i.e. scummvm/scumm/mixer.cpp)
svn-id: r10420
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svn-id: r10419
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svn-id: r10418
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svn-id: r10417
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svn-id: r10416
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svn-id: r10415
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Since this was the only place where we were using
create_thread, that method should be removable now.
I also removed the midi_driver_thread overrides
for the MorphOS and YPA1 (Palm) backends. These need
to be tested by their respective porters.
svn-id: r10414
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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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The initial sample is, indeed, two bytes, just like the rest of them, but
it really, really helps if you read it from the correct position in the
file.
After fixing that, it turned out that my changing of signedness of the
sample was also wrong. Funny how those two bugs almost cancelled each other
out. Almost.
I've made a few other changes as well, but they're just to clean things up
a bit. The credits music works for me, and I've played the game up to
arriving in Quaramonte, with no obvious music-related problems.
svn-id: r10412
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svn-id: r10411
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svn-id: r10410
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As defined in Patch [811623] MT-32 patch for Bug 810564
Added a channel mask to MPU-401 devices so that --native-mt32
may force the device to use only the subset of MIDI channels
actually supported by the MT-32. Also added a best-guess
interpretation of iMuse Part priority in the SysEx 0x00 msg,
since part priorities become more of an issue when the
channel count is cramped.
svn-id: r10409
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svn-id: r10408
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but the credits music is still broken. I'll have to take a closer look at
this later.
svn-id: r10407
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distortion in the credits music, and I haven't yet figured out what's
causing this.
svn-id: r10406
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